It's really hard to find a home for Honchkrow, but I thought I'd get the best use out of it as a poor man's ScarfTar, trapping Dark weaks like Rotom, Gengar, Latias and Starmie. Honchkrow has a couple of glaring issues in this role, including the lack of sand, which allows ScarfTar to provide consistent value even when Pursuit trapping isn't required. The bigger issue is of course the fact that Honchkrow can't really switch into much of anything, especially if rocks are down. Honchrow has to come in on stuff like double switches, after a kill or on a move like Trick or Recover, which is much more restrictive and provides a lot more options to the intended trap victim to escape. This compounds the difficulty Honchkrow has in executing the trap successfully, given that a misprediction will allow the target to escape or Honchkrow to be put down in a lot of cases. However, in cases where the trap is successful, Honchrow will have contributed a lot more to the game than it's usually expected to. There are a couple of advantages associated with this approach. Krow is faster than TTar, and with a Jolly nature outpaces stuff like Ada Gyara/ Dnite, potentially hitting them with a big Brave Bird even at +1. Non Chople DDtar is easily handled by Superpower. Honchkrow is also less vulnerable to Fighters, like Machamp and especially Loom. With Krow revealed, Spore is much harder for your opponent to click, which can make it easier to dance around. That said, Krow is still a pretty hideous Loom switch, especially without investment, since Superpower OHKO's even without rocks lol. For this reason, I went Super Luck to really embrace the cheesiness of this strategy get a potentially significant boost in damage without having to worry about switching into Loom. In the lead position, it has some potentially favourable matchups. Azelf is noteworthy, since even a bulky or Colbur set has a 25% of being KO'd by super luck Night Slash before even getting up rocks. TTar has to run in fear of SPower. Latias, Uxie, Starmie and Machamp are also favourable. With this team, Krow is useful in baiting a MMash from Metagross to give Zone an easy trap. Without Zone, a purely physical choice locked Krow is doomed to bounce off of the numerous resists in the tier. Even with Zone, scarf Krow is hardly an offensive terror, but it has a much better shot at making progress than it otherwise would. Breloom seemed like a reasonable choice to abuse the Pursuit trap while also appreciating the lack of sand compared to TTar. A bulkier Protect variant appreciates the removal of Skarmory and helps handle Gyara, which this team (like most teams) can struggle with. A Rock weak pursuit trapper is just begging for Rapid Spin support, which obviously benefits from an answer to Ghosts. Starmie is slapped on for some nice type synergy, much appreciated speed, and ability to spread paralysis. Jirachi is the rocker and with good bulk, in this case with emphasis on SpDef, has plenty of chances to get them up. Gliscor is the much needed Ground immune and Luc check. With SD it can also take advantage of missing pokemon like Skarmory, Starmie and Latias to apply game ending pressure. It's tough to find ways to make Honchkrow more than a dead weight, and relying on it to remove key pokemon may be too ambitious but this is the best I can come up with right now.